Balrog as a dirty bull, E.Honda as a turtle and Adon as a...chameleon? Is this real life?! As of today, yes, yes it is. The wild costumes are Now Available in various packs highlighted in the video below.

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With Omega Edition just released as well as the 1.04 balance changes, now's the perfect time to go Wild!

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Version 1.04 Adjustments and Omega Mode

2014年12月15日

By now I'm sure you're all aware that patch 1.04 is live and with it has come a few adjustments to the Ultra balance. After receiving feedback from the community since Ultra has dropped, we've went and added in the most highly requested changes.

Latest changes to USFIV as well as a list of the bug fixes can be found at the URL below (unfortunately the full change list doesn't fit within this post):

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OMEGA Edition Move List

With regards to the Omega characters, we've covered some of the larger changes in the Omega blogs over the last few weeks on Capcom Unity, but those didn't exactly provide an explanation on what the commands for those attacks were.

Well today, I'm providing that move list. Click this link[www.capcom-unity.com] to download the move list!

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Patch 1.03 Coming on Oct. 15th

2014年10月13日

Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of 1.03’s contents.

Delayed Standing Option

With the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal.

The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.

Inconsistency Adjustments and Attack Reversions

In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.

Flying Barcelona Special

Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.

Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.

Modified invincibility from Projectile/Throw Invincibility --> Total Invincibility when he jumps off the wall after activation.

Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.

Yun

Zenpo Tenshin

Adjusted throw range during Genei-Jin to match normal version.

Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System

Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.

PC Netcode Changes

And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:

Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.

The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.

The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.

Lastly, for multi-platform owners, here’s the timeframe on Oct.15th that each of our player bases can expect the patch to go live:

Steam: Wednesday Oct.15, 08:00 (PST)

Xbox 360: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)

PS3: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available.

-wbacon

(on behalf of "ComboFiend" and the Capcom Fighting Team)

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Upcoming USFIV 1.03 Patch & Ω Mode

2014年9月20日

Street Fighter Fans,

In our continuing desire to ensure that USFIV is a game by the fans for the fans, we will be releasing the Version 1.03 patch in October. This patch will address some issues that were pointed out by the community, add the delayed wake up option to the dummy in training mode and for our PC users, more improvements to the online experience.

Version 1.03 Patch in October

Version 1.03 improves upon the 1.02 patch released earlier this year by addressing more of the issues brought to our attention by our most diehard fans. Some of the fixes you can expect to see are the Decapre and Rolento changes introduced in the Ver B. patch reverted, as well as Cody’s Light Ruffian Kick once again causing a hard knockdown against airborne opponents as it did in AE 2012. There are more fixes being included, which we’ll disclose closer to the release date.

For those of you out there who desire to practice your setups in the face of delayed wakeup, I’m pleased to announce the addition of the delayed wake up dummy option in training mode. Now that this setting is available, I’m really eager to see how this will advance the game and if anyone will be able to create setups that account for both normal and delayed wakeups.

For our PC fans, we’ve heard the concerns you have voiced and have some fixes coming your way that should definitely improve your online experiences. For example, we noticed that when players were in the middle of matches, they were still getting pinged by those outside of the match, thereby creating slowdown. We’ve fixed it so that this will be no longer the case. Additionally, a few other connection tweaks are going in as well -- all of which should help reduce the online connectivity issues experienced by players.

These fixes will go live sometime in October as part of the version 1.03 patch that also contains some light balance fixes, as well as adding the aforementioned delayed wake up option in training mode. We’ll be sure to update you on the exact release date and patch details as soon as we can.

OMEGA(Ω) MODE -- later this year

We’re not stopping there however! In our ongoing effort to make sure that Ultra SFIV is the greatest version of SFIV yet, we bring you a completely new, completely free and most importantly completely fun version of your favorite 44 characters in Omega Mode!

For those wondering, Omega mode is a completely new mode in which every character has been modified and outfitted with new normal and special attacks, resulting in a refreshing take on the characters you’ve come to know and love over the last six years. As the primary goal for this mode was fun, we placed more emphasis on making the characters feel new, than on their balance. This means that strong, fan favorite attacks such as Ken’s Shinppu Jinrai Kyaku and Sagat’s Tiger Raid make their return while other characters such as Zangief gain new abilities, like being able to combo into his command throws.

Words however, don’t do this mode justice, so we’ve decided to show a quick video of the madness you can expect to see with in Omega Mode.

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Now I know the next question that comes to mind is, “will this be playable online?” My answer to that is “it most definitely will be!” But as this mode is for fun, Omega mode will be restricted to unranked matches only. Additionally all official Capcom tournaments and Capcom Pro Tour affiliate tournaments will use the default Ultra balance, not Omega mode, as the tournament standard.

Once again we would like everyone for their continual feedback. We are committed to making sure that USFIV lives up to it being the best iteration within the SFIV series yet. Be sure to check back later on for a full breakdown of the version 1.03 patch and for more information on Omega mode as it becomes available.

-wbacon

(on behalf of "ComboFiend" and the Capcom Fighting Team)

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Public Beta Patch Now Available (Aug. 20th)

2014年8月20日

Hi Fighting Fans!

Thanks for your patience and support - without further ado, we are now ready to roll out the beta patch. Please give it a spin and post your experiences here, both good and bad.

Our main goal here is to collect feedback from participants in order to verify whether the targeted fix addresses the network issue that many of you have reported thus far.

Fixed an issue where data is sent to other lobbies even after a user has already entered a lobby / match

Fixed an issue where data is continuously sent to other lobbies even after cancelling a custom lobby search

Set a limit on the number of lobbies joinable at one time by player with fight request turned ON

Fixed an issue where custom searches with region set to [ANY] was ignoring [SAME] region matches. Changed logic to search for [SAME] region matches first when [ANY] is selected.

Important Rules

Please keep this thread focused and clean by reporting your experience specifically on the aforementioned fixes. Any off-topic rants or confrontational replies that derail the thread will be removed as it becomes extremely difficult to collate feedback. Thanks for your understanding.

Once we see enough thumbs up with the targeted fix/tweaks (and not break anything major along the way!), the patch will be made public to everyone.

Incompatibility with non-Beta players

Please note beta patch users and non-beta users will not be able to match against each other. Netcode behavior is fundamentally different and thus incompatible with the public release version.

So please spread the word -- the more beta participants we have, the better you're able to stress test in-match network performance and assess matchmaking quality.

Posting Feedback

Please provide the following information when posting feedback in this thread.[/b]

We'd like to hear about your matchmaking query results, ping quality, and the actual netplay experience during a match. Comparison and contrast against the non-beta version will be helpful as well.

If you notice a new issue or improvement that wasn't present in the currently released public version, we'd like to know about that too. If you find something new, please see Step C below.

C) Detailed reproduction steps, if consistently reproducible

This step in particular is super helpful for the development team. The more detailed info you can provide, the quicker the team can reproduce the error state and (hopefully) fix the issue.

We look forward to your feedback!

(Please post your feedback on the forum thread)

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Opt-in beta patch on August 20th

2014年8月18日

Hello Street Fighter fans,

The Street Fighter team has heard the community feedback and is aware that players are reporting issues with the quality of the online experience in Ultra Street Fighter IV for PC. We are working hard to ensure that players have the best online experience possible and we’ve made several targeted fixes to address these issues.

We are happy to confirm that an open beta program will begin on Wednesday, August 20 and we’d like to request your support and participation in testing the online experience yourselves.

Due to the complex nature of network testing, it’s often quite difficult to catch these issues until the game has been released to a very large network environment. Similarly, we feel that our best chance to accurately determine the cause and quickly provide a fix is to use large scale beta testing that will provide us with accurate “real-world” results.

We greatly appreciate your participation in this beta test and thank you for your understanding in how difficult it is to replicate this type of test environment.

Loud Announcer - sound level during fights have been adjusted to match the original output level.

Tweaked code that contributed to time out issues for some users.

Graphics - Improper lighting when Stage Quality is set to LOW. This has now been adjusted to match the original effect.

EDIT: Rest assured we're keeping tabs with your feedback! The team is still aware and are investigating the reported lag issue after the Steamworks transition -- this is taking a bit longer than anticipated given net code and other behavioral differences between GFWL and Steamworks infrastructure. We'll keep you posted on the progress.

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New Patch Available! (Jun. 6th)

2014年6月6日

Patch Release Note:

Geo fencing no longer enforced in matchmaking query. Setting to [ANY] will query matches without any restriction. Setting to [SAME] will limit search to the same country based on the player's geo-location. (better ping)

Added voice chat mute option within the in-game menu.

Setting the BGM to 0 will now mute the music completely.

11th and 12th costume colors from vanilla SFIV is now unlocked for everyone.

Removed recurring prompt and need to install the redistributable.

Removed GFWL client install prompt.

Country flag placeholder will now display the neutral grey SSFIVAE logo instead of the Ultra SFIV logo.

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Capcom 30th Anniversary Character Encyclopedia available now!!

2013年12月11日

[]If you're a Capcom super-fan, be sure to check out the Capcom 30th Anniversary Character Encyclopedia,&nbsp;available now on Amazon[amzn.to]&nbsp;for less than nine bucks!&nbsp;

The book celebrates Capcom's thirty-year legacy of brilliant character design with more than 200 pages of lush art, character facts, statistics, and historical information. Characters major and minor, current and classic, all have representation, so there's something for just about every Capcom fan ever. Check it out[amzn.to]!